Perna is right about having too many Epoly's in a stack. I would work on a hi poly prop and got it looking good then close the file to take a break only to have it look like a broken mess after I re open the file. This usually happenes with multiple Epoly stacks. It happened to me twice in the past, but I learned my…
You're going to end up having TONS of poles regardless with a sphere that low resolution, and with those circle panel cutouts that high... That being said - increase the sphere's amount of subdivisons/edges, and have those cut outs be a bit less dense. Right now they're about 20 sided, when they can easily be 8-12 sided…
With the updated booleans in max 2017/2018 (not sure right now) you can also put a Editable Spline modifier on top. Bang! Intersections converted to splines. You can even go as far as keeping this all procedural. Check out this video from Martin Coven, at 4:00 minutes he shows this technique…
@Deforges Start with these basic shapes. MAKE SURE YOU HAVE 2 COPIES OF CONE. Select hexagonal cylinder and 1 copy of cone and perform Boolean - Intersection operation on them. You should get something like this. Now reveal your 2nd cone and cut it right where we booleaned that. Combine those 2 meshes and merge them. Final…
Thanks! I tried that, but initially got some frustrated mesh since someone had caused a triangle by cutting right up in one of those bends that was even in a slope. So I went back and remodeled, re-cut and then chamfered a bit to get those 2 sharp angles, followed by adding some more geo to compensate for the chamfer. And…
Anyone able to give me a hand with this please? Nothing I've managed to make has looked very neat, especially with the curvature on the Y axis you can see on the top right picture. Edit: Just to make it clearer, it's specifically the base where the lens meets the camera I'm having trouble with, the lens I managed to do…
Hi @perna, thank you for your help. So I’m modelling for smooth subdivision surfaces and if I subdivide the left geometry,it creates non smooth areas because of the spacing is far from regular, on the right results are good because polygons are more uniform, but I also wanted maybe other modelling topology alternatives to…
Simply not true, they're situational but are sometimes the better answer to solving a shape in sub-d. Ok, so this whole thread is designed to teach people. If there's one single thing that perna and the others try to impress on people is to think and experiment for themselves. It's one thing to be taught that X is right…
@Deforges I would not try to do some turbosmooth and vertex pushing with softselection stuff. Try to model it out with the right edges/geometry. So far it looks good, and also the indent looks nearly like that you want to achieve. Put stuff on the correct position and you will get your result. FFD is always a good way for…
I hope this is the right place to post this. I'm trying to create a second map within U.V texture editor as my model has a lot of pieces, I've tried to make a second place for another map through the image range option. Does anyone know what I'm doing wrong or have any advice for what I'm trying to do?